US2008119275A1PendingUtilityA1

Interactions between multiple engines in cooperative and competitive gameplay in electronic entertainment

Assignee: IBMPriority: Nov 16, 2006Filed: Nov 16, 2006Published: May 22, 2008
Est. expiryNov 16, 2026(~0.3 yrs left)· nominal 20-yr term from priority
A63F 13/12A63F 13/10A63F 2300/5533A63F 2300/513A63F 13/352A63F 13/45A63F 13/30
47
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Claims

Abstract

A system for real-time communication between a plurality of different games, including: a plurality of different gaming engines that transmit and receive a plurality events between the plurality of different games; an interchange protocol for permitting use of a common vocabulary between the plurality of dissimilar/different engines of the plurality of events; and a vocabulary generation system for mapping internal events from a first engine of the plurality of different gaming engines to external events of a second engine of the plurality of different gaming engines; wherein each of the plurality of different games includes an event table, a build event mapping function, and a use built-in event mapping function, the event table being unknown in advance to each of the plurality of different games.

Claims

exact text as granted — not AI-modified
1 . A system for real-time communication between a plurality of different games, the system comprising:
 a plurality of different gaming engines that transmit and receive a plurality events between the plurality of different games;   an interchange protocol for permitting use of a common vocabulary between the plurality of different engines of the plurality of events; and   a vocabulary generation system for mapping internal events from a first engine of the plurality of different gaming engines to external events of a second engine of the plurality of different gaming engines;   wherein each of the plurality of different games includes an event table, a build event mapping function, and a use built-in event mapping function, the event table being unknown in advance to each of the plurality of different games.   
   
   
       2 . The system of  claim 1 , wherein the vocabulary generation system defines how the mapping is defined at runtime. 
   
   
       3 . The system of  claim 1 , wherein when the internal events of a first game combine to fit a mapping in a vocabulary of the first game, one or more event messages are sent to a second game to trigger the external events in the second game. 
   
   
       4 . The system of  claim 3 , wherein the one or more event messages are either negative event messages sent to enemies or positive event messages sent to allies. 
   
   
       5 . The system of  claim 1 , wherein sending one or more events consists of sending an external event identifier and an identifier of a player of a first game that triggered the internal events to a second engine. 
   
   
       6 . A method for real-time communication of a plurality of events between a plurality of games, the method comprising:
 providing a plurality of different gaming engines that transmit and receive a plurality events between the plurality of different games;   permitting use of a common vocabulary between the plurality of different engines of the plurality of events via an interchange protocol; and   mapping internal events from a first engine of the plurality of different gaming engines to external events of a second engine of the plurality of different gaming engines via a vocabulary generation system;   wherein each of the plurality of different games includes an event table, a build event mapping function, and a use built-in event mapping function, the event table being unknown in advance to each of the plurality of different games.   
   
   
       7 . The method of  claim 6 , wherein the vocabulary generation system defines how the mapping is defined at runtime. 
   
   
       8 . The method of  claim 6 , wherein when the internal events of a first game combine to fit a mapping in a vocabulary of the first game, one or more event messages are sent to a second game to trigger the external events in the second game. 
   
   
       9 . The method of  claim 8 , wherein the one or more event messages are either negative event messages sent to enemies or positive event messages sent to allies. 
   
   
       10 . The method of  claim 6 , wherein sending one or more events consists of sending an external event identifier and an identifier of a player of a first game that triggered the internal events to a second engine. 
   
   
       11 . A method for real-time communication of events between a plurality of gaming engines of a plurality of games, the method comprising:
 generating an interchange protocol with which the plurality of games communicate with each other;   using a predetermined vocabulary; and   generating and sending events between engines of each of the plurality of games.   
   
   
       12 . The method of  claim 11 , wherein the predetermined vocabulary defines how the mapping is defined at runtime.

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